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Murphy's Laws of Combat | ||||||
· A "sucking chest wound" is nature's way of telling you to slow down. · A clean (and dry) set of BDU's is a magnet for mud and rain. · A Purple Heart just goes to prove that were you smart enough to think of a plan, stupid enough to try it, and lucky enough to survive. · Air defense motto: shoot 'em down; sort 'em out on the ground. · Airstrikes always overshoot the target, artillery always falls short. · All 5-second grenade fuses will burn out in 3. · All-weather close air support isn't. · All-weather close support doesn't work in bad weather · Ammo is cheap; your life isn't · Anything you do can get you shot, including doing nothing. · Armored vehicles are bullet magnets, a moving foxhole that attracts attention · As soon as you are served hot chow in the field, it rains. · Beer math: two beers times 37 men equal 49 cases. · Body count math: Two VCs plus one NVA plus two pigs equal 37 enemy KIA. · Cluster bombing from B-52s and C-130s are very, very accurate -- the bombs always hit the ground. · Combat will occur on the ground between two adjoining maps. · Communications will fail as soon as you desperately need fire support . · Density of fire increases proportionally to the curiousness of the target. · Don't ever be the first, don't ever be the last and don't ever volunteer to do anything. · Don't look conspicuous; it draws fire. (For this reason, it is not at all uncommon for aircraft carriers to be known as bomb magnets.) · Equipment will be damaged in direct proportion to its cost Courtesy of Rik Hill · Every command, which can be misunderstood, will be. · Everything always works in your HQ, everything always fails in the colonel's HQ. · Exceptions prove the rule, and destroy the battle plan. · Field experience is something you don't get until just after you need it. · 'Flies high, it dies; low and slow, it'll go. · For every action, there is an equal and opposite criticism. (in boot camp) · Fortify your front; you'll get your rear shot up. · Friendly fire isn't. · If at first you don't succeed call in an air-strike. · If enough data is collected, a board of inquiry can prove ANYTHING. · If it's stupid but works, it's not stupid. · If only one solution can be found for a field problem, then it is usually a stupid solution. · If the enemy is in range, so are you. · If the Platoon Sergeant can see you, so can the enemy. · If you are forward of your position the artillery will always fall short. · If you are short of everything except enemy, you're in combat. · If you build yourself a bunker that's tough for the enemy to get into quickly, then you won't be able to get out of it quickly either. · If you can't remember, then the Claymore IS pointed at you. · If you can't see the enemy, he still may be able to see you · If you take more than your fair share of objectives, you will have more than your fair share of objectives to take. · If your attack is going well, then it's an ambush. · If your flank march is going well, the enemy expects you to outflank him. · If your positions are firmly set and you are prepared to take the enemy assault on, he will bypass you. |
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Murphy's Laws of Combat 2 Murphy's Laws of Combat 3 | ||||||
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